List of ideas we want to be added/changed in the game excluding Heroes

I want to make a list of just general things that people want added and try to gather the ideas in a central place.
I guess ill just collaborate some of the ideas I have come up with.

1. Fixes to the minimap that make it more interactive and just improve it overall

2. I want the generals to have more control of the battle, but still not sure exactly how I want this implemented

3. I want a change to the current flag system, I have some ideas but I am still thinking of something that could really jazz this part up. I heard Frogboy say that he wants the flag system to be one of the main focuses of the gameplay I just dont like it as it is now. Ill think of something.

4. Revamps to the current gold and war ranking system to give them more of a competitive feel.

5. I really want to see an improvement in the creep A.I. and put in aggro and fix things such as making them go after the hero when they are attacking the tower instead of continuing to attack the tower.

6. Improvements in the current interface of all your heroes status stuff such as its current HP/MP. Would like to see how much damage your doing and how much armor you have etc. just more information on your hero and the enemy heroes when you click on them so you can see how strong they are.

 I would like to see some things that others have come up with or just stuff that stood out to them that need to be addresssed.

And O Ya Also put in an Attack move command so you can move to a destination and attack anything that comes in your way and also add the attack ground command so you can order your hero to attack the closest unit to him and actually make him attack without having to right click on every single unit you have to kill. Its already have enough to click on the little tiny creeps without zooming in all the way and I think this would give more control of your hero.

and uhhhhh

ok im done

2,014 views 11 replies
Reply #1 Top

I'd like to be able to see who has spent money at the citadel. That's not in there for the pro super elite utra uber team, but for the people who play with strangers a lot.

Reply #2 Top

Agree with above statement

But I think that the citadel spending is getting a makeover but yes I would like to have that information available

Reply #3 Top

Well, for number 6:

You can open you character sheet and have a minimized version with just vitals.

Reply #4 Top

It's been a running theme, but I'd really like to see the items revamped to include combo custom upgrades.  Let me combine my boots of +15% speed with my boots of +10% dodge to make boots of +12% speed and +8% dodge.  Two boots of +15% speed will give you boots of +24% speed, etc...

or

This might not be viable in the short games we play, but it would be awesome with persistent items

Reply #5 Top

When I click on a unit I want to see all of its stats - HP / MP, damage, armor, stats, etc.  You mentioned this for Demigods but I'd like this to be the case for all units / buildings.

Reply #6 Top

ALT + Right Click is the AttackMove, but it doesnt work very well. The Demigod moves to the spot but will only attack (and not always) creatures that you could already see, creatures that are inside the fog of war and come out after dont get attacked.

Reply #7 Top

Just a quick thought; why not make it so that only creeps can take flags? That way keeping your creeps alive in the beginning is actually extremely useful, and pushing throughout the game is really critical.

Reply #8 Top

that would be stupid because generals would have an advantage.

Reply #9 Top

Quoting ProtocolXVI, reply 7
Just a quick thought; why not make it so that only creeps can take flags? That way keeping your creeps alive in the beginning is actually extremely useful, and pushing throughout the game is really critical.
End of ProtocolXVI's quote

I like this idea..Maybe i can expand on this

Quoting Soccer194, reply 8
that would be stupid because generals would have an advantage.
End of Soccer194's quote

 

then you just dont allow the generals creeps to take flags :P

I gonna try to think of something
I just dont like the flag system the way it is

Reply #10 Top

Yeah, I was about to say; obviously general creeps wouldn't count for this. The entire point would be to provide a strategic purpose to creep pushing. It also means that you'd have to choose certain flags over others, you could trust that flags couldn't be ninja'd.... I'm actually really starting to like the idea.

My only concern is that this may give one team an almost unstoppable momentum early on, especially concerning getting extra portals. As a new thought, perhaps each flag gives certain benefits based on how long it has been captured. 1 min = shop, 2 min = portal, etc etc. As your opponent begins to cap it, those benefits start to go away.

Reply #11 Top

Relying on the creeps to cap flags would seriously change the momentum of flag capturing, though. It may not be bad to do that, but it does need to be considered, especially as flags start meaning more when they become the source for creep upgrades.

The overall flow of the back and forth needs to be visualized, and any changes you make need to be viewed within that lens. If all progression requires the use of creeps, surgical strikes become relatively difficult. A push has a very different feel in terms of pacing than something that's more uniquely hero based. I think it may be a better use of flags to decouple them more from creeps rather than tying them closer, as they're more easily adapted to a soft target. This means you'd have lots of flags that don't have portals or significant defenses tied to them, but act only as resource points for the hero units to fight over. Simply making early creep pushes more viable early game (which can be accomplished by a little stat modification) if heroes aren't defending towers while doing the above generates an interesting choice. If you attempt to go after flags, you're no longer defending your towers, if you attempt to defend your towers, you've less access to resources.

One thing that does need to be looked at though, is perhaps adding more in the way of upkeep and less in the way of upgrades. Having a continual burn of flag generated resource instead of a one time upgrade cost to increase the power of your creeps would make resource denial a viable strategy and add a lot of depth in terms of tactics all by itself. It also allows greater back and forth; if one team is winning, a blow to their resources can cause them to lose some of the advantages that they've built up and allow for a comeback from the other side.

Edit: To explain that last bit a little more: Coupling resource advantages to "soft" targets rather than something like tower destruction has the benefit of changing the dynamic away from a slippery slope situation, at least partially. If resources are granted for getting closer to the win condition - every tower you take down is that much closer to winning - then you end up with the better team having even more of an advantage, and the losing team has that much harder of a time. If you decouple these things, so that softer easily raided points provide a stronger resource benefit than whether or not you're moving toward the destruction of the enemy base, it's easier for the losing team to recover. That's important for a sense of back and forth, and makes it tenser up to the end. There are more points of weakness to worry about, and you need to be watching out for an upset.